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Add a easy possibility to not show item in vicinity container
Closed, ResolvedPublic

Description

Hello,

Actually the only way to not show a item inside vicinity container it's to overwrite completely the function UpdateInterval of VicinityContainer class.

Maybe add a function inside Object class that return boolean if the function returning true it's showing the object inside vicinity container.

Thanks for the reading.

Details

Severity
Feature
Resolution
Open
Reproducibility
Always
Operating System
Windows 10 x64
Category
General
Additional Information

The exactly line inside VicinityContainer class is :

bool showable_item = !objects.Get( i ).IsAnyInherited( { ScriptedEntity, Building, Camera, PlantSuper, PASReceiver, DayZAnimal, UndergroundStash } );

Maybe just possible to make function that return bool inside object class so we can override it easily. Instead to override this whole function that you can update through patches and modify how works this function. And this would be more clear than just this line, and maybe fix the issue you had with Garden that you need to check right after, to show it.

Event Timeline

NiiRoZz created this task.Mar 27 2019, 5:58 PM
NiiRoZz edited Additional Information. (Show Details)
Unknown Object (User) added a subscriber: Unknown Object (User).Mar 27 2019, 6:44 PM
NiiRoZz updated the task description. (Show Details)Mar 27 2019, 9:48 PM
NiiRoZz updated the task description. (Show Details)
NiiRoZz edited Additional Information. (Show Details)Mar 27 2019, 9:50 PM
rVn changed the task status from New to Need More Info.Mar 28 2019, 12:42 PM

If I understand you correctly, you are trying to have an item which does not show in a vicinity tab?

EntityAI.c has a bool IsInventoryVisible() which you can override on individual items to return false which should do exactly that

In 1.01, the current stable version, we don't have any IsInventoryVisible() function that exist, maybe something that has been implemented in the last experimental ?

NiiRoZz added a comment.EditedMar 28 2019, 4:40 PM

Confirmed it has been added between stable and experimental, you can put this bug as resolved. @rVn

rVn closed this task as Resolved.Mar 28 2019, 5:24 PM
rVn claimed this task.

Good ;)